/Engine/Source/Runtime/Engine/Classes/Interfaces/Interface_BoneReferenceSkeletonProvider.h
Called to get the skeleton thatFBoneReference's details customization will use to populate bone names.
The skeleton we should use.
virtual [USkeleton](API\Runtime\Engine\Animation\USkeleton) * GetSkeleton ( bool & bInvalidSkeletonIsError, const class [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) * PropertyHandle )